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federicoaa

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Everything posted by federicoaa

  1. It;s funny how he still tries to do the 45 degree turn, nobody told him about aerodynamics yet
  2. Laythe was once full with Kerbal life, but it all changed when the Kraken attacked.
  3. Oh man, I came just to say the same joke I found in the second post XD. KSP is all about learning and relearning, and that's supposed to be fun. If you fail at something, learn what you did wrong and improve. In my case, if I have a wobbly-tippy rocket I turn less gradually, leaving the atmosphere as soon as possible, it takes more fuel but it saves the rocket.
  4. Mostly for transfers and rendezvous (just to get minimum approach), then everything else is eyeballed.
  5. Kerbin day is 6 hurs, solar day has 50.8 extra seconds. In KSP there's no speed of light. PD: if you ask "scientific" question better use km/h Really, miles are used only in few countries, and KSP internally uses meters, it'd be better if you get used to international system.
  6. Completed a satellite mission. Hate to waste fuel XD
  7. Jeb died in a flipping capsule incident, the rest are in KSC waiting for new missions.
  8. Mine was on the demo. I told myself that if I could land on the demo I'd buy the game, and here I am.
  9. I believe main difference is that stock is oriented to gameplay (aka "being fun") whereas FAR is oriented to realism
  10. in the potatoroid.cfg file says "manufacturer: the solar system"
  11. should be dozens of hundreds of hours I'm not a heavy player but still logged almost 400 hours in steam
  12. Test contracts should give science since you are running tests, you are getting data, ergo, science. Test contracts should then give more science and little money, and other kind of contracts no science at all
  13. The "Wheesley" Basic Jet Engine thrust becomes very low at ~12km, can barely support flight.
  14. Actually, it's more important that all clamps are in the same stage. Typical designs have clamps in either last or one stage after last.
  15. Does solar panels energy generation depend on distance to kerbol now or not?
  16. I like it during reentry, it looks like the capsule is moving due to wind
  17. Service bay, probe and batteries inside, nose cone on top, and rest of the rocket below. Attach a couple of solar panels on the sides of the service bay and you get a nice simple rocket.
  18. Yep, the problem with trying to reentry with the pod ans the service bay below is that the CoM stays in the pod, but as the craft is longer it becomes very unstable. I recomend to remove the experiments and reentry with the pod only. You loose some money but make things easier. Also having a leveled-up pilot helps a lot since (s)he can keep it under control for you.
  19. You are confusing bug with bad design. I had the same problem, searched why was happening and then fixed my design, now no more flipping (btw, it's because your CoM is too high)
  20. Just a small correction, they pump heat, not love
  21. No software is bug free, and the good thing of finding bugs is that the can be solved in a hotfix
  22. I accidentally staged an mk1 chute before reentry and slowed me from 2k/m to 400m/s in a second, with a 30g peak. The semideployed status of chutes is extremely op right now
  23. Not many people realize that in order to not flip the capsule you need to have the CoM on the bottom and get a good angle of attack. There's an issue that heatshields are considered massless, so they don't push the CoM below and thus the capsule is less stable
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